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[讨论] 问一下~这次的1.06到底更新了些什么?

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发表于 2007-6-14 17:59:51 | 显示全部楼层 |阅读模式
[s:3] 居然无声无气的弹出来。貌似各大论坛也不见有半个只提到.......
这次更新了什么?如果不重要的话还是迟些再升好了.....毕竟在线升60M可是很要命的....
发表于 2007-6-14 21:40:42 | 显示全部楼层
Neverwinter Nights 2 – Version 1.06 Patch Notes
May 11th, 2007

New Features
Custom Content
•        Several new UI customizability features.   Among them, users can now set textures on UI objects via script, and users can set the state of progress bars via script.
•        Spells that have multiple casting modes can now be cast from items (i.e., protection from evil, meteor swarm).
Scripting
•        Many new script functions have been added.
o        SetGUIObjectTexture()
o        UIObject_Misc_ExtractData()
o        UIObject_OnRadial_DisplayCustomRadial()
o        UIObject_Input_ActionTargetScript()
o        GetInfiniteFlag()
o        SetInfiniteFlag()
o        GetKeyRequiredFeedbackMessage()
o        SetKeyRequiredFeedbackMessage()
o        GetPickpocketableFlag()
o        SetPickpocketableFlag()
o        GetTrapActive()
o        SetWillSavingThrow()  (Used for Doors and Placeables only)
o        SetReflexSavingThrow() (Used for Doors and Placeables only)
o        SetFortitudeSavingThrow() (Used for Doors and Placeables only)
o        SetLockKeyRequired()
o        SetLockKeyTag()
o        SetLockLockDC()
o        SetLockUnlockDC()
o        SetLockLockable()
o        SetHardness()
o        GetHardness()
o        GetAreaSize()
o        SetUseableFlag()
o        GetPlaceableLastClickedBy()
o        SetGUIProgressBarPosition()
o        IntToObject()
o        ObjectToInt()
•        Placeables now have an OnClick event.  This event will fire whenever a user clicks a placeable, regardless of whether the user can currently path to it.
•        EffectSetScale() can now be used to scale creatures non-uniformally along different axes.
•        SpeakOneLineConversation() now has a volume parameter that understands Whispers and Shouts.
•        GetAttribute() now takes a parameter called nBaseAttribute=FALSE.  If made TRUE, then the value returned will be the creature's BASE attribute instead of total.
•        CreateItemOnObject() now has a 4th parameter that allows users to set the tag of the created item.
Toolset
•        Undo and Redo now work for Terrain, Grass, and Water painting.
•        There are several new hot keys that alter Brush size and pressure in the toolset:
o        [                Brush size down 1
o        Shift + [        Brush outer size down 1
o        ]                 Brush size up 1
o        Shift + ]        Brush outer size up 1
o        -                   Pressure down 10%
o        Shift + -        Pressure down 25%
o        =                Pressure up 10%
o        Shift + =        Pressure up 25%
•        The Flatten tool has been modified to more gradually slope between its inner and outer height.  Additionally, a Pressure setting has been added to the tool to determine how rapidly it applies the change, and the Inner value is now capped at 0 instead of 1.
•        A new Cliff_08 texture has been added.
•        Higher resolution normal maps have been added to the Cliff_04 and Cliff_05 textures.
Bug Fixes
General
•        “Greater Weapon Specialization (Light Hammer)” will no longer show up as “Greater Weapon Specialization (Flail)”
•        The Dedicated Server will now load modules from directories as well as from .mod files.  To load a module directory from the command line, use the following parameter:
-moduledir <module name>
&#8226;        Specular Lighting has been improved.  Shiny objects should now look better than before.
&#8226;        Trees and Objects that fade no longer lose their directional light shadow when faded out.
Scripting
&#8226;        ActionRest() will now properly utilize the bIgnoreNoRestFlag parameter.
&#8226;        EffectHeal() can now restore the HP of doors and placeables.
&#8226;        SetTrapActive() now works on Doors and Placeables as well as triggers.
&#8226;        SetOrientOnDialog() now functions properly.
&#8226;        ExportAllCharacters() and ExportSingleCharacters() will write to the server vault.

Effects/Spells/Domains
&#8226;        Bestow Curse now reduces all of the target’s ability scores by 3 rather than 2.
&#8226;        Energy Drain no longer allows a saving throw.
&#8226;        The War Domain has been renamed to the Fury Domain, to allow future implementation of a more D&D-accurate War Domain.
Fixes from v1.06 Beta:
&#8226;        The Turn Undead ability will now function properly.
&#8226;        Druids, Rangers and Clerics w/ Animal Domain can properly select their animal companions.
&#8226;        The toolset will no longer throw an unhandled exception when bringing up the “Will Not Buy…” and “Will Not Sell…” dialogues on store properties.
2DA Changes
The following 2DA files have been changed in v1.06:
&#8226;        ambientmusic.2da
&#8226;        appearance.2da
&#8226;        crafting.2da
&#8226;        disease.2da
&#8226;        doortypes.2da
&#8226;        iprp_bonushp.2da
&#8226;        iprp_monsterhit.2da
&#8226;        soundset.2da
&#8226;        spells.2da
&#8226;        terrainmaterials.2daW
&#8226;        visualeffects.2da
发表于 2007-6-14 21:41:32 | 显示全部楼层
Neverwinter Nights 2 – Version 1.06 Patch Notes
May 11th, 2007

New Features
Custom Content
&#8226; Several new UI customizability features. Among them, users can now set textures on UI objects via script, and users can set the state of progress bars via script.
&#8226; Spells that have multiple casting modes can now be cast from items (i.e., protection from evil, meteor swarm).
Scripting
&#8226; Many new script functions have been added.
o SetGUIObjectTexture()
o UIObject_Misc_ExtractData()
o UIObject_OnRadial_DisplayCustomRadial()
o UIObject_Input_ActionTargetScript()
o GetInfiniteFlag()
o SetInfiniteFlag()
o GetKeyRequiredFeedbackMessage()
o SetKeyRequiredFeedbackMessage()
o GetPickpocketableFlag()
o SetPickpocketableFlag()
o GetTrapActive()
o SetWillSavingThrow() (Used for Doors and Placeables only)
o SetReflexSavingThrow() (Used for Doors and Placeables only)
o SetFortitudeSavingThrow() (Used for Doors and Placeables only)
o SetLockKeyRequired()
o SetLockKeyTag()
o SetLockLockDC()
o SetLockUnlockDC()
o SetLockLockable()
o SetHardness()
o GetHardness()
o GetAreaSize()
o SetUseableFlag()
o GetPlaceableLastClickedBy()
o SetGUIProgressBarPosition()
o IntToObject()
o ObjectToInt()
&#8226; Placeables now have an OnClick event. This event will fire whenever a user clicks a placeable, regardless of whether the user can currently path to it.
&#8226; EffectSetScale() can now be used to scale creatures non-uniformally along different axes.
&#8226; SpeakOneLineConversation() now has a volume parameter that understands Whispers and Shouts.
&#8226; GetAttribute() now takes a parameter called nBaseAttribute=FALSE. If made TRUE, then the value returned will be the creature's BASE attribute instead of total.
&#8226; CreateItemOnObject() now has a 4th parameter that allows users to set the tag of the created item.
Toolset
&#8226; Undo and Redo now work for Terrain, Grass, and Water painting.
&#8226; There are several new hot keys that alter Brush size and pressure in the toolset:
o [ Brush size down 1
o Shift + [ Brush outer size down 1
o ] Brush size up 1
o Shift + ] Brush outer size up 1
o - Pressure down 10%
o Shift + - Pressure down 25%
o = Pressure up 10%
o Shift + = Pressure up 25%
&#8226; The Flatten tool has been modified to more gradually slope between its inner and outer height. Additionally, a Pressure setting has been added to the tool to determine how rapidly it applies the change, and the Inner value is now capped at 0 instead of 1.
&#8226; A new Cliff_08 texture has been added.
&#8226; Higher resolution normal maps have been added to the Cliff_04 and Cliff_05 textures.
Bug Fixes
General
&#8226; “Greater Weapon Specialization (Light Hammer)” will no longer show up as “Greater Weapon Specialization (Flail)”
&#8226; The Dedicated Server will now load modules from directories as well as from .mod files. To load a module directory from the command line, use the following parameter:
-moduledir <module name>
&#8226; Specular Lighting has been improved. Shiny objects should now look better than before.
&#8226; Trees and Objects that fade no longer lose their directional light shadow when faded out.
Scripting
&#8226; ActionRest() will now properly utilize the bIgnoreNoRestFlag parameter.
&#8226; EffectHeal() can now restore the HP of doors and placeables.
&#8226; SetTrapActive() now works on Doors and Placeables as well as triggers.
&#8226; SetOrientOnDialog() now functions properly.
&#8226; ExportAllCharacters() and ExportSingleCharacters() will write to the server vault.

Effects/Spells/Domains
&#8226; Bestow Curse now reduces all of the target’s ability scores by 3 rather than 2.
&#8226; Energy Drain no longer allows a saving throw.
&#8226; The War Domain has been renamed to the Fury Domain, to allow future implementation of a more D&D-accurate War Domain.
Fixes from v1.06 Beta:
&#8226; The Turn Undead ability will now function properly.
&#8226; Druids, Rangers and Clerics w/ Animal Domain can properly select their animal companions.
&#8226; The toolset will no longer throw an unhandled exception when bringing up the “Will Not Buy…” and “Will Not Sell…” dialogues on store properties.
2DA Changes
The following 2DA files have been changed in v1.06:
&#8226; ambientmusic.2da
&#8226; appearance.2da
&#8226; crafting.2da
&#8226; disease.2da
&#8226; doortypes.2da
&#8226; iprp_bonushp.2da
&#8226; iprp_monsterhit.2da
&#8226; soundset.2da
&#8226; spells.2da
&#8226; terrainmaterials.2daW
&#8226; visualeffects.2da
 楼主| 发表于 2007-6-15 08:27:36 | 显示全部楼层
[s:14] 看晕....暂时E文苦手.......
发表于 2007-6-16 16:47:13 | 显示全部楼层
对于玩家来说更新不大,多为新增脚本函数或除BUG。战争领域改名为愤怒领域,配合神祗介绍里出现偏好武器,为真·战争领域和新基础职业作准备,不过目前还无用

查提、米利尔、梅丽凯这些神可能会更受欢迎吧。不过有很多被改了,比如埃达丝、夏芮丝等一票神都是徒手攻击,淑娜是轻链枷,罗丝也没鞭子只有匕首,克兰沃、伊丽丝翠的宽刃剑都成了巨剑(这个汗,为什么明明有阔剑也要改,难道觉得让PC直接擅长某异种武器太爽了?)
发表于 2007-6-16 17:00:29 | 显示全部楼层
原帖由 -mj- 于 2007-6-16 16:47 发表
对于玩家来说更新不大,多为新增脚本函数或除BUG。战争领域改名为愤怒领域,配合神祗介绍里出现偏好武器,为真·战争领域作准备,不过目前还无用

查提、米利尔、梅丽凯这些神可能会更受欢迎吧。不过有很多被 ...

至今没找到一个war travel fav wep为lbow的神路过
发表于 2007-6-16 23:25:13 | 显示全部楼层
发现是翻译错误,该拿阔剑的还拿阔剑……

拿长弓的只有精灵神系的Shevarash和Solonor Thelandira吧,Mielikki已经是弯刀了。资料片也不见得就会把领域和信仰绑定起来
发表于 2007-6-16 23:35:34 | 显示全部楼层
绑定吧~~绑定吧~~让信仰发挥点作用~~[s:13]
发表于 2007-6-17 00:43:04 | 显示全部楼层
有FAVOUR SOUL在信仰无论如何都是有作用的[s:1]
发表于 2007-7-10 11:23:09 | 显示全部楼层
。。。。游戏创建人物的时候不是说选神没什么影响么。。。我的游荡者选的哪个游侠神。。。武器是弯刀。。。。我拿的匕首。。。
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